Flamestrike: (NOTE: Flamestrike's teammates will be filling in for him for most, if not all, of this battle)

Shadowstrike the Golurk(Move your mouse to reveal the content)Shadowstrike the Golurk (open)Shadowstrike the Golurk (close)

Golurk(*) - Shadowstrike (U)Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)Type: Ground/GhostGround: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Shockstrike the Cyclohm(Move your mouse to reveal the content)Shockstrike the Cyclohm (open)Shockstrike the Cyclohm (close)

Cyclohm - Shockstrike (M)Nature: Modest (+1 SpA, -1 Atk)Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Mindstrike the Gallade(Move your mouse to reveal the content)Mindstrike the Gallade (open)Mindstrike the Gallade (close)

Gallade - Mindstrike (M)Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)Type: Psychic/FightingPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stevenson the Starmie(Move your mouse to reveal the content)Stevenson the Starmie (open)Stevenson the Starmie (close)

Starmie [Stevenson] (N/A)

Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)

Type:

[Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.

Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Shakespeare the Gallade(Move your mouse to reveal the content)Shakespeare the Gallade (open)Shakespeare the Gallade (close)

Gallade [Shakespeare] (M)

Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

Type:

[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Moderator

Okay, an exchange of VM's has confirmed that Alch is still yet to send his Pokemon, so... Objection & Dogfish44 may feel free to send a Pokemon in his place, but I am going to give until 29/09/2012 at 00:00 GMT to do so. If The Wanderer has not recieved "Alch's" lead by then, then The Wanderer may call DQ if he wishes. As unbiased as I want to be, I am not going to let any match idle for an obnoxious amount of time... :/

Also, yes, I did send a lead in for Flame about a week ago if anyone cares.

Posting for Alchemator. Actually, I think Camouflage would change the Pokemon into a Ground-type in the ASB arena, since it's not a building or artificial environment. Plus Nature Power turns into Earthquake here.

And they're off! Stevenson's core begins to glow, and starts the fight off covering itself in a Screen of its Light to ward off Shockstrike's attacks. This turns out to be a wise move, as the Cyclohm shoots a Thunderbolt from one of his mouths that still does a hefty amount of damage. As the Starmie retaliates by shooting a Beam of its own (made of Ice, no less), Shockstrike begins to crackle with electricity and Discharge it all on Stevenson, paralyzing the giant starfish! Ouch! Now holding the speed advantage, Shockstrike drops another Thunderbolt on Stevenson...who in losing the initiative, gains a little power through Analytic, and drops the arena's temperature significantly, pelting the Cyclohm with a Blizzard of pain!

Flamestrike is currently leading in terms of HP, but Alch might have a few tricks up his sleeve. How will this play out? Find out after the break!

Moderator

After a lengthy delay & bickering with Engineer...Earthquake > Low Kick > EarthquakeIF Orwell is under the effects of Magnet Rise when you are to use Earthquake, THEN use Fire Punch that action.IF Reflect is issued, THEN use Brick Break as your next action, pushing actions back.

We're back, folks! Both trainers have switched out their pokemon - Shockstrike has tagged off with Mindstrike the Gallade, while Stevenson has done the same with Orwell the Metagross!

Mindstrike thrusts his fist into the ground, triggering a nasty Earthquake that Orwell Protects against, and follows up with a Low Kick that still does a substantial amount of damage in spite of Light Metal. Our Metagross from 1984 responds by hurling up a flurry of Stealth Rocks to discourage further switching, and Protects himself from a second Earthquake!

Rain Dance - Hydro Pump - Surf
If he uses a damaging Electric-type move and you have not used Reflect Type this round and you are not taunted, change that action to Reflect Type and push actions back.
If he uses Light Screen, change all remaining instances of Surf to Dive.

We're back, ladies and gents! Alch has swapped back into Stevenson, who gleams brightly and messes with Mindstrike's vision! Hoping the drop in accuracy helps, the Starmie performs a Rain Dance to turn the tables...but unfortunately, it doesn't, and Mindstrike gives Stevenson a hearty Encore, forcing it to keep dancing! Taking advantage of the situation, Flamestrike's Gallade gathers electrical energy within his hands and fires a Thunderbolt, but the glare from Stevenson's core throws him off, and his shot goes wide! Deciding that close combat is the way to go while Stevenson is still dancing, Mindstrike rushes the Starmie and connects a Leafy Blade.

Odds are still in favor of the Apples in terms of health, but with Encore wearing off, Alch might be able to turn this around. How will this play out? Find out after the break!

After action effects occur after both Pokemon have completed their actions

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After Gallade uses Encore, both pokemon have completed their actions, so its stage goes down. I even remember Deck Knight telling me to ref a Light Screen stage that way, saying that it was a benefit to being faster.

Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can’t help but repeat its last action for the next two (2) of its actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was a combo or a cooldown.

Click to expand...

A2 is clearly one action, while A2 and A3 together are clearly two. We ordered on the basis that what was listed in the move description was actually correct, and while I won't pursue a reordering if this turns out to be false (I don't know if IAR will), this should be resolved.

<~Deck_Knight> No, it starts ticking on the next relevant action. So if you're faster it affects that action, if you're slower it starts on the next action.

As a result, Starmie remains encored on action 3. Now, the DAT says that moves that fail due to a move like Taunt will fail on their first use and be converted to Struggle on subsequent uses. However, Encore itself does not cause moves to fail. As a result, Starmie should use Rain Dance on action 3, not Struggle - if I had ordered Rain Dance x 3, you wouldn't have changed the last Rain Dance to Struggle now would you.